formating for linter
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2 changed files with 11 additions and 19 deletions
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@ -1,8 +1,6 @@
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import { UserId } from '@shared/database/mixin/user';
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import { randomInt } from 'crypto';
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export class Paddle {
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public static readonly DEFAULT_SPEED = 10;
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public static readonly DEFAULT_HEIGHT = 80;
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@ -155,28 +153,24 @@ export class Pong {
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public userRight: UserId,
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) { }
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public readyup(uid : UserId)
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{
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public readyup(uid : UserId) {
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if (uid === this.userLeft) {
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this.ready_checks[LEFT] = true;
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} if (uid === this.userRight) {
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}
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if (uid === this.userRight) {
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this.ready_checks[RIGHT] = true;
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}
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}
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public readydown(uid : UserId)
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{
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public readydown(uid : UserId) {
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// is everyone already ready?
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if (this.ready_checks[LEFT] === true && this.ready_checks[RIGHT] === true) return ;
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if (uid === this.userLeft)
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this.ready_checks[LEFT] = false;
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if (uid === this.userRight)
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this.ready_checks[RIGHT] = false;
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if (uid === this.userLeft) { this.ready_checks[LEFT] = false; }
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if (uid === this.userRight) { this.ready_checks[RIGHT] = false; }
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}
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public tick() {
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if (!this.local && (this.ready_checks[LEFT] !== true || this.ready_checks[RIGHT] !== true))
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return;
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if (!this.local && (this.ready_checks[LEFT] !== true || this.ready_checks[RIGHT] !== true)) { return;}
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if (this.paddleCollision(this.leftPaddle, 'left')) {
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this.ball.collided(
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'left',
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@ -74,14 +74,12 @@ class StateI {
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// wait for ready up
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// ---
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g.tick();
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if (g.sendSig === false && g.ready_checks[0] === true && g.ready_checks[1] === true)
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{
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if (g.sendSig === false && g.ready_checks[0] === true && g.ready_checks[1] === true) {
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u1.socket.emit('rdyEnd');
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u2.socket.emit('rdyEnd');
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g.sendSig = true;
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}
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if (g.ready_checks[0] === true && g.ready_checks[1] === true)
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{
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if (g.ready_checks[0] === true && g.ready_checks[1] === true) {
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this.gameUpdate(gameId, u1.socket);
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this.gameUpdate(gameId, u2.socket);
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}
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@ -228,7 +226,7 @@ class StateI {
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socket.emit('queueEvent', 'unregistered');
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}
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private readydownUser(socket: SSocket) : void { //
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private readydownUser(socket: SSocket) : void {
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// do we know this user ?
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if (!this.users.has(socket.authUser.id)) return;
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const user = this.users.get(socket.authUser.id)!;
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@ -239,7 +237,7 @@ class StateI {
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if (game.local === true) return;
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game.readydown(user.id);
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}
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private readyupUser(socket: SSocket) : void { //
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private readyupUser(socket: SSocket) : void {
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// do we know this user ?
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if (!this.users.has(socket.authUser.id)) return;
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const user = this.users.get(socket.authUser.id)!;
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